Valerian wrote:Short question: If our armur or weapnos are exposed to damage to often, can they get broken?I'm sorry, if I overlooked this somewhere xD

Armor and weapons don't get damaged. the armor integrity represents a temporary state and refills over time. You don't need to carry a hammer and repair either one, and you don't need to go to a blacksmith. This also means that your weapons and armor don't get broken

Valerian wrote:Short question: If our armur or weapnos are exposed to damage to often, can they get broken?I'm sorry, if I overlooked this somewhere xD

Armor and weapons don't get damaged. the armor integrity represents a temporary state and refills over time. You don't need to carry a hammer and repair either one, and you don't need to go to a blacksmith. This also means that your weapons and armor don't get broken

I always hatet this: Oh, I have to use half of my quest-money for new repair sets^^So good to hear, you won't implement this

I was playing a bit of WoW last night and it dawned on me. We won't be able to successfully make a "death knight" styled character with heavy armour and necromancy if heavy armour is punishing to casters! Then I began to wonder about this, and a lovely lil cult classic came to mind. Warlords Battlecry III (BTW Larkon, if you ever want to make "traditional" RTS, please make a sequel to WBC3). That game threw balance out of the window, it was about the progress of having your hero go from fighting normal mobs and being flattened by generals, to becoming a god. Destroying lesser creatures and raising the dead through holy/unholy means to serve you. It was fun.

What would you guys think, of a 2 system game? A more balanced experience for multiplayer/online and a "let's become gods" singleplayer with our heavy armour casters?

Or perhaps a more progressive way to wear the armour rather than "use x amount of time to become god" ? What idea's have you guys got to go around this? I'd like to perhaps make it a very expensive and late game decision, requiring a lot of skill points, resources and research to accomplish. Forcing you to either specialise or suffer if you choose to use heavy armour and casting.

NitoMurray wrote:I was playing a bit of WoW last night and it dawned on me. We won't be able to successfully make a "death knight" styled character with heavy armour and necromancy if heavy armour is punishing to casters! Then I began to wonder about this, and a lovely lil cult classic came to mind. Warlords Battlecry III (BTW Larkon, if you ever want to make "traditional" RTS, please make a sequel to WBC3). That game threw balance out of the window, it was about the progress of having your hero go from fighting normal mobs and being flattened by generals, to becoming a god. Destroying lesser creatures and raising the dead through holy/unholy means to serve you. It was fun.

What would you guys think, of a 2 system game? A more balanced experience for multiplayer/online and a "let's become gods" singleplayer with our heavy armour casters?

Or perhaps a more progressive way to wear the armour rather than "use x amount of time to become god" ? What idea's have you guys got to go around this? I'd like to perhaps make it a very expensive and late game decision, requiring a lot of skill points, resources and research to accomplish. Forcing you to either specialise or suffer if you choose to use heavy armour and casting.

Multiplayer will be balanced to the point that it takes more time to level up, but for the most part, we're designing LoE so that the king is stronger than others and can handle an entire platoon of veteran soldiers. The whole thing involves around RTS, so if your fighting against another player, you are fighting against him/her while the armies are trying to delay or harass you. most spells and armor are devastating (and expensive), as well as the weapons themselves. For instance, you start with a regular sword that costs 200 Larks (yea, that's LoE's currency), but a very well made sword can cost 200,000 Larks or more, so just as long as you have a strong kingdom you can buy godly equipment and research godly spells and siege weapons. Because of this you can gen an insane amount of power to the point where you'd clear out a checkpoint full of bandits all by yourself.

We're still working to balance it but that's the main principle. The armor vs casting is just another factor to consider since the limitations are only a percentage of penalty

NitoMurray wrote:I was playing a bit of WoW last night and it dawned on me. We won't be able to successfully make a "death knight" styled character with heavy armour and necromancy if heavy armour is punishing to casters! Then I began to wonder about this, and a lovely lil cult classic came to mind. Warlords Battlecry III (BTW Larkon, if you ever want to make "traditional" RTS, please make a sequel to WBC3). That game threw balance out of the window, it was about the progress of having your hero go from fighting normal mobs and being flattened by generals, to becoming a god. Destroying lesser creatures and raising the dead through holy/unholy means to serve you. It was fun.

What would you guys think, of a 2 system game? A more balanced experience for multiplayer/online and a "let's become gods" singleplayer with our heavy armour casters?

Or perhaps a more progressive way to wear the armour rather than "use x amount of time to become god" ? What idea's have you guys got to go around this? I'd like to perhaps make it a very expensive and late game decision, requiring a lot of skill points, resources and research to accomplish. Forcing you to either specialise or suffer if you choose to use heavy armour and casting.

Multiplayer will be balanced to the point that it takes more time to level up, but for the most part, we're designing LoE so that the king is stronger than others and can handle an entire platoon of veteran soldiers. The whole thing involves around RTS, so if your fighting against another player, you are fighting against him/her while the armies are trying to delay or harass you. most spells and armor are devastating (and expensive), as well as the weapons themselves. For instance, you start with a regular sword that costs 200 Larks (yea, that's LoE's currency), but a very well made sword can cost 200,000 Larks or more, so just as long as you have a strong kingdom you can buy godly equipment and research godly spells and siege weapons. Because of this you can gen an insane amount of power to the point where you'd clear out a checkpoint full of bandits all by yourself.

We're still working to balance it but that's the main principle. The armor vs casting is just another factor to consider since the limitations are only a percentage of penalty

How would that affect more abstract spells then, just as teleportation or the necromancy/green magic summonings?

NitoMurray wrote:I was playing a bit of WoW last night and it dawned on me. We won't be able to successfully make a "death knight" styled character with heavy armour and necromancy if heavy armour is punishing to casters! Then I began to wonder about this, and a lovely lil cult classic came to mind. Warlords Battlecry III (BTW Larkon, if you ever want to make "traditional" RTS, please make a sequel to WBC3). That game threw balance out of the window, it was about the progress of having your hero go from fighting normal mobs and being flattened by generals, to becoming a god. Destroying lesser creatures and raising the dead through holy/unholy means to serve you. It was fun.

What would you guys think, of a 2 system game? A more balanced experience for multiplayer/online and a "let's become gods" singleplayer with our heavy armour casters?

Or perhaps a more progressive way to wear the armour rather than "use x amount of time to become god" ? What idea's have you guys got to go around this? I'd like to perhaps make it a very expensive and late game decision, requiring a lot of skill points, resources and research to accomplish. Forcing you to either specialise or suffer if you choose to use heavy armour and casting.

Multiplayer will be balanced to the point that it takes more time to level up, but for the most part, we're designing LoE so that the king is stronger than others and can handle an entire platoon of veteran soldiers. The whole thing involves around RTS, so if your fighting against another player, you are fighting against him/her while the armies are trying to delay or harass you. most spells and armor are devastating (and expensive), as well as the weapons themselves. For instance, you start with a regular sword that costs 200 Larks (yea, that's LoE's currency), but a very well made sword can cost 200,000 Larks or more, so just as long as you have a strong kingdom you can buy godly equipment and research godly spells and siege weapons. Because of this you can gen an insane amount of power to the point where you'd clear out a checkpoint full of bandits all by yourself.

We're still working to balance it but that's the main principle. The armor vs casting is just another factor to consider since the limitations are only a percentage of penalty

How would that affect more abstract spells then, just as teleportation or the necromancy/green magic summonings?

Larkon Studio wrote:Multiplayer will be balanced to the point that it takes more time to level up, but for the most part, we're designing LoE so that the king is stronger than others and can handle an entire platoon of veteran soldiers. The whole thing involves around RTS, so if your fighting against another player, you are fighting against him/her while the armies are trying to delay or harass you. most spells and armor are devastating (and expensive), as well as the weapons themselves. For instance, you start with a regular sword that costs 200 Larks (yea, that's LoE's currency), but a very well made sword can cost 200,000 Larks or more, so just as long as you have a strong kingdom you can buy godly equipment and research godly spells and siege weapons. Because of this you can gen an insane amount of power to the point where you'd clear out a checkpoint full of bandits all by yourself.

We're still working to balance it but that's the main principle. The armor vs casting is just another factor to consider since the limitations are only a percentage of penalty

How would that affect more abstract spells then, just as teleportation or the necromancy/green magic summonings?

those spells are useful by their own, they won't be affected

Then what draw back is there for a heavy armour necromancer? Wouldn't that mean there is no reason why NOT to choose heavy armour as either of those 3 specilizations?